JoJo ASB:
Yoshikage Kira VS Gyro Zeppeli
https://www.youtube.com/watch?v=JsKAammZKGk
I've posted match vids with these characters before, but I don't think I took the time to go over them.
Yoshikage Kira:
Yoshikage Kira was one of the pre-order DLC characters for the NA release, which was store exclusive. If you pre-ordered from Best Buy you got Kira, if from Amazon, you got Shigechi. DLC characters in this game cost $2 from the start, which was a pretty nice departure from Street Fighter's pricing.
This Kira is a rushdown and okizeme character. He chases after opponents with his good normals, then combos into sweep, then a 'coin flip' move for the set-up. The coin he tosses is unblockable (like, Tekken unblockable) and can lead to a variety of different actions based on what read Kira has on his opponents. A successful set-up can often lead into a small combo which opens up the same okizeme set-up or even a full combo. If you want I can try to find a video that shows these set-ups off. In Stand-On, Kira gets access to a move that implants a bomb inside the opponent, which he can detonate at anytime within a certain time frame. The explosion is often used to create big juggle combos (he can do roughly 70% for 2 bars of meter) or to leave it in for a later set-up. His super does good damage, catches side-step AND can be used as an anti-air. His ultra is often thought of as useless, due to it being a very slow, remote-control car that is usually jumped over, leaving Kira exposed. However, it does have one BIG use. Like his coin, it is unblockable. If you quickly cancel the right blockstring into his ultra, the opponent is stuck in block-stun and the ultra is guaranteed to hit. This means if you have 25% or less health, and Kira has 2 bars of meter,
you cannot let him touch you at all. You even get to see this during the set! He's a super solid character and well worth the $2 if you're thinking of trying a DLC character.
Gyro Zeppeli:
Gyro Zeppeli is definitely a top 10 character, perhaps even top 5. However, he is one of the more complicated characters to wrap your mind around and will take time to feel comfortable with. If you can, Gyro is very rewarding, with many options available to him.
While some Tekken folks are wrapping their minds around Akuma's fireballs, Gyro is a character who has to manage his projectiles like a resource. You'll see at the bottom near his meter are two steel balls. When he throws one out, it stays out for a while and can't be used. If he throws out both, he has to wait a while before being able to use moves that require them. Some moves, like his on-horse specials, require both steel balls to perform and are unavailable if one ball is out. This can cause confusion with new players, as you kind of have to think ahead about what you want to do. The trade-off is that Gyro's steel balls take a lot of getting used to if you're the opponent. His standard projectile 236M, has a crazy amount of hit-stun and block-stun, which allows Gyro to roman cancel, run up, and continue the combo or block-string. Getting tagged by one of Gyro's balls carries consequences and they come out fast enough that side-stepping can be hard. Furthermore, when Gyro's steel balls return to him, the have a hit-box. So they can hit the opponent as they return. This can even function as a combo breaker, saving Gyro from big damage.
Being a Part 7 character, Gyro can pick up corpse parts. Unlike Valentine, Gyro only needs one part to become a menace. Picking up one corpse part gives him a new special move called 'Scan'. Here Gyro throws out a heavy hitting projectile, but this time the steel ball gets locked in mid-air. The steel ball takes up space, damaging the opponent if they touch it. Furthermore, doing Scan again while a steel ball is floating will make Gyro throw his other ball at the floater ball, and ricochet back towards the opponent's position, catching side-steps. Having Scan also gives Gyro access to massive juggle combos, which not only do big damage, but also build a ton of meter. Getting two corpse parts gives Gyro super armor while using his steel balls. Getting three corpse parts gives Gyro permanent 'Golden Rotation':
You'll notice a mini-bar next to Gyro's meter. Pressing and holding 22H will slowly fill the bar. If full, Gyro gets a temporary buff called 'Golden Rotation'. This not only gives him super armor and damage boosts, but it also upgrades his On Horse specials, allowing them to hard-knockdown, giving him access to better horse combos. There are plenty of ways to knock the opponent back and charge a big portion of meter, or simply tap it at the end of a block string, recovering quicker.
Speaking of 'On Horse' Gyro is a 'Mounted' character. This means that instead of a Stand, Gyro can ride a horse. Riding the horse makes Gyro a big target, but the horse is a huge movement buff. Side-steps and backdashes travel very far. Also while riding the horse, Gyro can't throw, but also cannot BE thrown. An added bonus is that the horse cannot be crumpled, so some combos that rely on that won't work. To knock Gyro off his horse, you have to either hit him while he's jumping, or do one of your character's specific moves that has the property to knock him off. As stated before, Golden Rotation buffs the horse's specials, but locks Gyro out of doing 22H, which normally gives the horse a nasty perfect back-wall combo.
Finally, like Young Joseph, he has 4H, which gives him a force-field that blocks everything (except maybe supers and ultras, I think).
So uh, yeah, I might be missing something, but as you can see, there's a lot to consider with Gyro. Lots of options, but options that have to be used right.